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4U +PIO :PVUI (BNFT $BUBMPHVF - St John Youth | Home · Britney Spears on Tour Submitted by: Shanelle Johnston . Equipment: • None . Directions: • Have everyone in a circle, and

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  • St John Youth Games CatalogueThis games catalogue contains a collection of tried and proven games that you are able to use within your youth division.

    The catalogue contains a mixture of games including:► Equipment Lists► Icebreakers► Energisers► Divisional Games►► Team Building► Trouble Shooting Guide

  • Contents Equipment List ................................................................................................................... 2

    Divisional Starter Pack .............................................................................................................................. 2

    Divisional Starter Pack .............................................................................................................................. 2

    Icebreakers......................................................................................................................... 3

    The Game’s in the Name ......................................................................................................................... 4

    Name Banga ................................................................................................................................................ 4

    People Bingo ............................................................................................................................................... 5

    Rare Birds ...................................................................................................................................................... 5

    Confusing Jungle ....................................................................................................................................... 6

    Bumpety-Bump-Bump ............................................................................................................................. 6

    Welcome to the Party! .............................................................................................................................. 7

    Britney Spears on Tour ............................................................................................................................. 7

    Energisers........................................................................................................................... 8

    Balloon Hacky .............................................................................................................................................. 9

    The Human Pyramid ................................................................................................................................. 9

    Hokey Pokey Quicky .............................................................................................................................. 10

    Catch the Tail ............................................................................................................................................ 10

    Tied Up ....................................................................................................................................................... 11

    Pull Ups ...................................................................................................................................................... 11

    Up Close and Personal .......................................................................................................................... 12

    Warm and Cosy ........................................................................................................................................ 12

    Bendy Knees ............................................................................................................................................. 13

    The Great Shoe Challenge ................................................................................................................... 13

    Divisional Games ............................................................................................................ 14

    Submarines ............................................................................................................................................... 15

    Octopus ...................................................................................................................................................... 15

    Ouch! ........................................................................................................................................................... 16

    Dead Ants .................................................................................................................................................. 16

    Battleships ................................................................................................................................................. 17

    Trees, Greenies & Chainsaws! .............................................................................................................. 18

  • Humpty Dumpty (professional stuntman) ..................................................................................... 19

    Ultimate ..................................................................................................................................................... 20

    Chicken Drill .............................................................................................................................................. 21

    Ironman Challenge ................................................................................................................................. 21

    Team Dodge Ball ..................................................................................................................................... 22

    Communication Activities

    Yay or nay? ................................................................................................................................................ 23

    Cartoon Cadets? ...................................................................................................................................... 23

    You’ve lost your Marbles! ..................................................................................................................... 24

    Triangulation ............................................................................................................................................ 24

    Poor Farmer John ................................................................................................................................... 25

    Poor Farmer John ................................................................................................................................... 25

    Relays / Competitions ........................................................................................................................... 27

    Team Building Games .................................................................................................... 28

    Earthquake! ............................................................................................................................................... 29

    The Chocolate Marshmallow Cake ................................................................................................... 29

    Who Burned the Raft? ........................................................................................................................... 31

    Do you Trust me? .................................................................................................................................... 32

    The Washing Machine ........................................................................................................................... 32

    Under and Over ....................................................................................................................................... 33

    Constructive Criticism ........................................................................................................................... 34

    Dr Evil’s Secret Lair ................................................................................................................................. 34

    Tarzan Impersonators............................................................................................................................ 35

    Advanced Teamwork & Leadership

    Missions: The St John Secret Service ................................................................................................ 37

    Games Troubleshooting ................................................................................................ 40

    Basic Tools for Junior Leaders ............................................................................................................. 41

    Benefits and Purposes of Games ....................................................................................................... 41

    Benefits and Purposes of Games ....................................................................................................... 41

    Splitting the Group ................................................................................................................................ 42

    Warming Up ............................................................................................................................................. 42

    Common Problems ................................................................................................................................ 43

  • Lack of Participation .............................................................................................................................. 43

    Same Boring Games ............................................................................................................................... 44

    Never Get a Say in Games .................................................................................................................... 45

    No One Listens to Leaders ................................................................................................................... 45

    Un-organised Leaders ........................................................................................................................... 46

    Excluded Youth Members .................................................................................................................... 47

  • Equipment List Below are two possible lists for leaders to check for in their division. Storage and funding will have a large impact on how much equipment your division will be able to acquire.

    Divisional Starter Pack • Cones or markers • Whistle - for outside! • Newspaper - great for creative games and bats when rolled up • Stopwatch • Soft foam ball • Tennis balls - at least 10 for • Triangular bandages • Sport balls - rugby, soccer and basket balls • Cricket set and wickets • Buckets - great for both outside and storing balls • Pens, crayons, and paper • Frisbees

    Divisional Starter Pack Once a division has built up their basic equipment, provide some variety by including more diverse equipment for youth members.

    • Balloons and string • Rope • Fun balls - ‘Koosh’ balls, hacky sacks, etc. • Hoops • Chalk • Dice • Packs of cards – can also be used to group a division • Torch – for night activities

    Last Updated - 2014 Page 2

  • Icebreakers Icebreakers are activities designed for a group with the purpose of introducing youth members to one another. They are great for new recruits, camps (when youth members may not know one another), or any other time when you feel that youth members should know more about one another.

    It is important to remember that some youth members may find it quite threatening when introducing themselves so it is important to have a “nonthreatening environment”. This basically means that everyone is welcomed into the group, there is no ridiculing, and although we wish our members to step out of their comfort zone, this should be saved for later activities.

    In large groups such as camps, it is a good idea to have smaller groups first, and then moving to activities that involve a larger group.

    Included Icebreaker Games

    • The Game’s in the Name • Name Banga • People Bingo • Rare Birds • Confusing Juggle • Bumpety-Bump-Bump • Welcome to the Party • Britney Spears on Tour

    Last Updated - 2014 Page 3

  • The Game’s in the Name Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Make a circle and begin the game by introducing yourself in a set pattern (eg: “Most people know me as Dan, but I’m really Dancing Dan because that’s what I love to do!”)

    • Go around the circle and each person says their first name, followed by either a word that rhymes with their name, has the same starting letter, or describes them. (ie: Fancy Nancy, Saxophone Sam, Gentile Jill). After each introduction, the next person is challenged to repeat the nicknames of those who have already been introduced.

    • At the end challenge a few volunteers to repeat the whole group.

    Name Banga Submitted by: Shanelle Johnston

    Equipment:

    • 2 aqua sticks (pool noodles) or something similar

    Directions:

    • Start off with a brief introduction of themselves utilising another icebreaker. Once everyone has been introduced, form them up in a large circle. Place two bases and a foam stick on each in the middle of the circle. One player stands in the middle with a foam stick, and the rest of the players cross their legs.

    • The player in the middle calls out a person’s name as they gently hit that person’s knees. The person called then has to get up and grab the other foam stick and hit the caller (between shoulders to knees) before the caller places the foam stick back on its base and steals the other person’s seat.

    • If the caller is hit before they can steal the seat, they remain the caller. If the caller succeeds, the player who was called becomes the new caller.

    Last Updated - 2014 Page 4

  • People Bingo Submitted by: Paul O’Connell

    Equipment:

    • Pencil and bingo sheet for each player. Create your own Bingo sheet with experiences and unique qualities instead of numbers. For example: “plays a musical instrument, was born in a different city, has won a contest, can sing Mary has a Little Lamb, etc.”

    Directions:

    • Pass out the People Bingo sheets. Tell players to find people in the group who match the descriptions in the squares and have them sign the squares.

    • The first person with five different signatures in a horizontal, vertical, or diagonal line shouts “Bingo!” The only rule is that people can sign someone’s bingo sheet only once.

    • Let the group mingle. When someone has a Bingo, they call out the names of the people who match up with their Bingo squares.

    • Keep playing until there are several winners.

    Rare Birds Submitted by: Paul O’Connell

    Equipment:

    • Pencil and a strip of paper for each player.

    Directions:

    • Explain that each of us in our own unique way is a rare bird. In the fact that we each have unusual qualities experiences, likes, etc. that make up who we are. In this activity each player shares one of these, and then the group tries to determine just which rare bird description belongs to whom.

    • Pass out materials. Ask players to each write their names on the strip of paper as well as something unusual, interesting, or just plain funny about themselves that most people in the group don’t know. Be sure to write one yourself.

    • Collect the strips of paper. Then, without giving away the writers identities, read them aloud, stopping after each one to let players guess who wrote it. After a few minutes, invite the real ‘rare bird’ to please stand up!

    Last Updated - 2014 Page 5

  • Confusing Jungle Submitted by: Paul O’Connell

    Equipment:

    • Koosh ball or something similar.

    Directions:

    • This is for a group of 10-15.

    • In a circle with one hand of every player touching their eyebrow, call out someone’s name, and pass the koosh to the player. They put their hand down, thank the thrower, and then pass it to someone else who has their hand in the air.

    • This is repeated until everyone has passed and received the ball. The final pass ends up with the starter. (Hands on eyebrows so that no one gets named twice.)

    • Throw the koosh around in the same sequence, using names.

    • Once this has been completed a few times, introduce a second ball, then a third. See how many balls can be kept going non-stop in sequence.

    Variations:

    • For a real sinister challenge, have two different coloured balls. Use the same process, except the red ball has a different path than the blue ball.

    Bumpety-Bump-Bump Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Have everyone standing in a circle, with a ‘volunteer’ in the middle.

    • The volunteer has to point to a person and say either: “Left bumpety-bump-bump”, or “Right bumpety-bump-bump”.

    • The person who is pointed at must say the name of the person on which side the player in the middle said before the player in the middle finishes “bumpety-bump-bump”.

    • If the pointed player says the name before “bumpety-bump-bump”, the person in the middle stays there and has another go.

    • If the person in the middle finishes “bumpety-bump-bump” before the • player says the name, they swap positions and roles.

    Last Updated - 2014 Page 6

  • Welcome to the Party! Submitted by: Emma Faulding

    Equipment:

    • None

    Directions:

    • Tell the players that they are at a party and that they are the only one who knows everyone else. Their job is to introduce everyone. They don’t introduce themselves, but each of the players goes up to someone and says: “Hi, what’s your name?” (Dave) “Hi Dave, come on in I’d like you to meet somebody… Hi, what’s your name?” (Bill) “Hi Bill, this is Dave. Dave, this is Bill”

    • Each time this is done, make sure that the players really get into it with smiling, handshakes, etc.

    Britney Spears on Tour Submitted by: Shanelle Johnston

    Equipment:

    • None

    Directions:

    • Have everyone in a circle, and on the count of three, have everyone sing their name as loudly as possible.

    • Let the players go off and tell them to develop a movement to add to their name (ie: hand waves, jumping in the air, rolling eyes, tapping hands, feet, twirls, etc.)

    • Give them a minute to practise, and go around the circle showing their movements and get synchronised.

    • Move rapidly around the circle, having players singing their name with movement, one after another.

    Last Updated - 2014 Page 7

  • Energisers Energisers are designed for those five to ten minute gaps you have in a divisional programme, or when that lesson you are taking is not running as good as expected and youth members need to refresh.

    They can take five minutes but with some adjustments you can make them last longer if preferred. These are great for getting the blood flowing and maybe kick-start your lesson with a group of unknown youth members. Use them wisely to avoid repetition as they could have the opposite effect.

    Included Energiser Games

    • Balloon Hacky • The Human Pyramid • Hokey Pokey Quicky • Catch the Tail • Tied Up • Pull Ups • Up Close and Personal • Warm and Cosy • Bendy Knees • The Great Shoe Challenge

    Last Updated - 2014 Page 8

  • Balloon Hacky Submitted by: Paul O’Connell

    Equipment:

    • Balloons (per number of groups)

    Directions:

    • In small groups, players must keep the balloon in the air by using any part of their body except their hands or arms. See how many touches can be made before the balloon hits the ground.

    • Players cannot hit the balloon twice in a row. It must be hit by two other players before the previous player can hit the balloon again.

    • Give them a minute to practise, and go around the circle showing their movements and get synchronised.

    Variations:

    • Use two or more balloons.

    • Have players assigned a number to sequence balloon touches.

    • For an end activity, the group could be asked to demonstrate their most creative way of popping the balloon that involves their whole group.

    The Human Pyramid Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Using the numbers that the group have, they must form a vertical triangle with a base of four people (depending on numbers).

    Safety Precautions:

    • Have some catchers ready for unstable pyramids to protect the players at the bottom.

    Last Updated - 2014 Page 9

  • Hokey Pokey Quicky Submitted by: Shanelle Johnston

    Equipment:

    • None

    Directions:

    • Form up in a circle holding hands.

    • Number everyone off “1, 2, 1, 2, 1, 2…”

    • On a set signal (eg: “Go”) the ‘2’s lean out and the ‘1’s lean in.

    • See if they can hold it for 5 seconds, 10 seconds, 20 seconds..?

    Catch the Tail Submitted by: Pauline Dixon

    Equipment:

    • None

    Directions:

    • Split youth members into groups of 5 - 8 and place them in ‘files/lines’, placing their hands on the shoulders of the person in front of them. The first person is the head of the dragon; the last is the tail of the dragon.

    • The challenge is for the dragon’s head to tag its tail on “1, 2, 3… Go!”

    • At “Go!” the head tries to catch the tail, and if they succeed, or if the body breaks apart, the head goes to the tail to become the new tail, and the next person in line behind the original head is the new head.

    • It is harder than it appears, so to prevent exhaustion and boredom, when heads get tired of chasing their own tails and you have more than one dragon, dragons can chase each other’s tails.

    Last Updated - 2014 Page 10

  • Tied Up Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Get the group formed up standing in a circle. Players put their left hands in the middle and grab the left hand of someone else’s who are not standing next to them. They next put their right hand in and grab the right hand of someone else who are not standing next to them, and not the same hand of the previous player.

    • Their task is to get untangled into a circle, without breaking hands.

    Variations:

    • Try this without talking.

    • Blindfold a couple of players.

    Pull Ups Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Split your group into pairs of approximate height and weight sitting facing one another. Toes touching, heels on ground, knees bent, and tightly holding the partners hands. From the sitting position, pairs try to pull each other into an upright position.

    • Once successful, ask them to add another pair to see if the can get all four standing upright, and so on. Something that begins as a small co- operative accomplishment could soon become an initiative problem for the entire group.

    Variations:

    • Ask pairs to sit back to back with their peer, and try to stand as a pair.

    • Once successful, pairs could be combined in the same manner.

    Last Updated - 2014 Page 11

  • Up Close and Personal Submitted by: Paul O’Connell

    Equipment:

    • 1 tennis ball or ‘koosh’ ball.

    Directions:

    • Get the group formed up in a circle. The starting person must put the tennis ball under their chin, and pass it to the next player’s throat without using their hands.

    • See if the ball can travel round the entire group with touching it and the ball hitting the ground.

    Variations:

    • Give every player a toothpick to put in their mouth. The starting player is given a lifesaver (or something similar) to put on their toothpick. They then have to pass the lifesaver to the next person’s toothpick without using hands, or letting it fall to the ground.

    Warm and Cosy Submitted by: Paul O’Connell

    Equipment:

    • Newspapers

    Directions:

    • Split the group up into pairs, and hand out a piece of newspaper to each pair. The pairs must lay the newspaper on the ground (A2 size), and see if they can both fit on the piece of paper, and hold it there without touching the ground for 5 seconds (which is quite easy).

    • Now fold the pieces in half to create an A3 size and repeat the challenge.

    • Keep challenging the pairs to fold the piece of paper until it is the size of a TV Guide - or even a lotto ticket!

    Increase the challenge:

    • Do this with the whole group on an A4 piece of paper as part of a team building exercise!

    Last Updated - 2014 Page 12

  • Bendy Knees Submitted by: Paul O’Connell

    Equipment:

    • None

    Directions:

    • Form up in a circle so that youth members are shoulder to shoulder.

    • Have everyone turn to their right and shuffle sideways into the circle so that there is no gap between bodies.

    • The challenge is to see if they can balance as a group on the knees of the person behind them.

    • See how long they can hold it for.

    The Great Shoe Challenge Submitted by: Emily Bruce

    Equipment:

    • None

    Directions:

    • Form everybody up in a circle.

    • Each player takes off one shoe and places it in the middle.

    • Get the group to hold hands as a group.

    • Their challenge is to figure out how to get everybody’s shoes on without breaking the link of their circle.

    (This should probably be used on a mufti-night as a lot of black shoes can be confusing to find the owner!)

    Increase the challenge:

    • With an experienced group on a camp or similar activity, have them create and eat their own sandwiches with their hands tied. This can be a great co-operative activity and effective for getting strangers talking to each other!

    Last Updated - 2014 Page 13

  • Divisional Games Divisional games are all the activities that do not fit any other categories and are the most common amongst youth divisions. These are the 10 to 15 minute long games that have a main focus of fun and use most equipment found in a youth division. These general games are an essential component of any successful youth programme.

    Included Divisional Games

    • Submarines • Octopus • Ouch! • Dead Ants • Battleships • Trees, Greenies and Chainsaws • Humpty Dumpty (pro stuntman) • Ultimate • Chicken Drill • Ironman Challenge • Team Dodge Ball

    Communication Activities • Yay or nay? • Cartoon Cadets • You’ve lost your Marbles • Triangulation • Poor Farmer John • Artistic Challenge

    Relays / Competitions

    Last Updated - 2014 Page 14

  • Submarines Submitted by: Paul O’Connell

    Equipment:

    • 2 chairs placed 2m apart (facing each other) • 2 triangular bandages

    Directions:

    • Two volunteers sit on the chairs blindfolded. These players are known as the Sonar Stations. Each player (submarine) must try to get through the space between the chairs as quietly as possible.

    • If the sonar picks up a noise, they must point in the direction of the noise. If they point to a player that person must try again. If they miss, the submarine may continue through.

    Octopus Submitted by: Benjamin Roberts

    Equipment:

    • None

    Directions:

    • Two volunteers to be ‘taggers’ (octopus). This is run in a similar style to the tackle game ‘Bull rush’. Players have to make it from one side of a court to the other without being tagged. If they are tagged they have to stand where they were tagged and become ‘seaweed’.

    • An “octopus” can move freely to tag anyone, and “seaweed” can tag, but must remain stationary in the spot they themselves were caught from.

    Start 2m Finish

    “Sonar Station”

    Last Updated - 2014 Page 15

  • Ouch! Submitted by: Paul O’Connell

    Equipment:

    • 1 - 2 cushions • 1 blanket • 1 hitting device (rolled up piece of paper, soft bat…)

    Directions:

    • This is a game similar to the traditional murder except with a little twist. Everyone sits down in a circle, and a volunteer sits in the middle. They put the cushion on top of their head, and the blanket on top so they cannot see.

    • A player from the circle is then nominated to whack the person on the head with the soft bat, and return to where they were sitting. Everyone in the circle puts their hands behind their backs, and the hitter puts the bat behind their back.

    • The player in the middle then takes off his protective equipment and has three guesses to find the hitter. If the player cannot guess the hitter, they then have to repeat the process and are hit again (a maximum of 2 hits)!

    Points:

    • The harder the hitters, the more cushions needed!

    • A player should not be hit more than twice in a row.

    • Ensure quiet during the hitting process for the player in the middle to locate the hitter by their footsteps.

    Dead Ants Submitted by: Paul O’Connell

    Equipment:

    • 2m x 2m marked square

    Directions:

    • Two volunteers to be taggers (spiders) and the rest (ants) moving freely. Once tagged, “ants” must drop to the ground dramatically and wave their legs in the air (like a dead ant) in the hope for rescue. It is up to the ants that are alive to take the dead ants back to the “Dead Ant Hospital”.

    • Spiders cannot tag ants that are attached to dead ants. Once dead ants arrive in the hospital, they are revived and can continue with the game.

    Last Updated - 2014 Page 16

  • Variations:

    • Integrate this with your first aid programme by having “Dead Ant Hospital Staff” to fix the ants before they are arrived. (ie: every dead ant must have an elevation sling put on before they can revive.)

    Safety Precautions:

    • Make sure dead ants are not dragged by having a rule like “two ants are required to move a dead ant.”

    Battleships Submitted by: Paul O’Connell

    Equipment:

    • 2-3 tables • 4 chairs • 1 ball roughly the size of a soccer ball

    Directions:

    • Set up a square court for the game to take place. Split the boundary in half by placing the tables sideways in a line, so players on the ground cannot see the other side of the court. Divide the group in half, and send the two into the two sides. Everybody must stay on the ground so they cannot see over the ‘net’.

    • The game is played by a player on one team throwing the ball over the net into the other side in an attempt to ‘sink’ a player on the other team. Teams take turns at throwing the ball over the net, and the team that is left with the most battleships is the winner.

    • For a player to ‘sink’ they need to be hit on the full with the ball. Even if they catch the ball, they still sink. If the ball hits a player, and then rebounds onto another player without touching the ground, both players sink.

    • Sunken ships could either be kicked out of the game (which is not very friendly – especially if you are the first person sunk), they join the other team, or a score is recorded of sinking’s.

    Points:

    • Players can move around to dodge ‘bombs’ as long as they cannot see over the net.

    Last Updated - 2014 Page 17

  • Variations to speed up the game:

    • More than one ball.

    • A shorter court.

    Trees, Greenies & Chainsaws! Submitted by: Mark Skene

    Equipment:

    • None

    Directions:

    • An active version of “paper-scissors-rock”. Divide the group in half, for them to decide their action.

    • Once decided, both teams line up in one rank facing each other. On the count of three, they reveal their action, and the loser has to run back to their end before they are caught by the team that won.

    • Players caught, now become part of the opposite team.

    • At the end of the game, the winning team is decided by the team with the most players.

    Actions and sounds:

    Trees hands in the hair, fingers spread out, yelling, “Check out my leaves!”

    Greenies palms together, with an angelic/harmonious, “Aaaaaaaaah!”

    Chainsaws one hand holding the chainsaw, the other pulling the cord, screaming, “Rmm! Rmm!”

    Rules:

    Chainsaws beat trees because they cut them down, Greenies beat Chainsaws because they take them to court over how many trees they murder, and Trees beat greenies because when they’re not looking, trees squash them!

    Table barrier

    Note: shorten the boundary as more people get out

    Last Updated - 2014 Page 18

  • Humpty Dumpty (professional stuntman) Submitted by: Paul O’Connell

    Equipment (per group):

    • An egg • Sellotape • Scissors • String • 20 straws • + anything else you deem to be creative

    Preparation:

    • Divide into groups and hand out materials, even to each group.

    Briefing:

    “Your group has been assigned the problem of protecting Humpty Dumpty in his next stunt. His stunt involves falling from a height of X metres without breaking. Using the materials provided you must create a jumping suit for Humpty to jump in so that the stunt will be a success.”

    Directions:

    • Once each group is ready, have a “dropping ceremony” to see which group has created the best jump suit.

    • If there is more than one winner, you could have finals by increasing the height, or give Humpty a bit more pace by throwing him at the floor!

    (It might pay to put some newspaper on the floor to stop messes and dents from Humpty’s shell.)

    Variations:

    The groups could start off by creating their Humpty, using craft-type materials as part of a beauty-pageant for the most attractive Humpty. This extends the exercise, and makes youth members more enthused to protect their gorgeous looking egg.

    Last Updated - 2014 Page 19

  • Ultimate Submitted by: Paul O’Connell

    Equipment:

    • Frisbee or soft ball

    Directions:

    • Split the group into two teams.

    Rules:

    (Offence = holds possession of the Frisbee)

    • There is no ‘offside’ rule.

    • If the offence holds the Frisbee for longer than 3 seconds it is a turn over.

    • If the Frisbee hits the ground, possession goes to the opposite team of the player who touched it before it hit the ground.

    • An offence player cannot move if they are holding the Frisbee.

    • The defence can intercept the Frisbee if it is caught on the full.

    • The defence must keep a distance of 3 feet of the player with the Frisbee (as per Netball).

    • To score a goal, the offence must throw the Frisbee to someone who is in the goal area, who must yell, “YEEHAW!”

    GOAL AREA

    GOAL AREA

    Last Updated - 2014 Page 20

  • Chicken Drill Submitted by: Paul O’Connell

    Equipment: • None

    Directions: • Form up your group as for parade. • Youth members can only follow a command if it has a pre-requisite command:

    “squad, Simon says, or division.” • Execute a variety of commands in an effort to trick youth members into following

    commands that do not have the chosen pre-requisite. You will have to use your best drill voice and trickery to get your senior cadets.

    Possible Methods: If the pre-requisite command was “squad”:

    • “Division shun!” • “Squad, saluting by numbers one!”…”Two” • “Squad Right Dress.”…”Eyes Front!” • “Stand-at Ease”

    Ironman Challenge Submitted by: Paul O’Connell

    Equipment: • An object of your choice (sensibly soft)

    Directions: • Split the group into two teams. • Have the players find a pair of relatively equal size and strength on the opposite

    team. • Place the object in the middle of a circle. • Give each pair a number and have the pair lying next to each other with their feet

    on the outside of the circle. • Call out the numbers separately. • When the pair’s number is caller, the players must get up and run for the object.

    The first person to touch the object gets a point for their team.

    Safety Issues: If the pre-requisite command was “squad”:

    • Make sure pairs are lying next to each other instead of opposite to prevent head clashes

    • This can get very physical • Watch out for carpet burns

    Last Updated - 2014 Page 21

  • Team Dodge Ball Submitted by: Paul O’Connell

    Equipment: • A soft ball

    Directions: • Mark out a square or circle court relative to the size of youth group. This can be

    done in two ways: Primitive Dodge Ball

    • One team stands on the outer perimeter of the circle, and the dodging team is in the middle

    • The team on the perimeter has to hit the dodger on the full below the knees to get that player out

    • Time both teams to see which team is the quickest at demolishing the other team Elite Dodge Ball

    • Both teams are in the middle and you will require a scorer • Have some way of determining which team is which (arm bands, ties, etc) • A team starts off by either passing to a ‘friendly’ or trying to hit an opposition

    player below the knees

    Elite Dodge Ball Rules: • If the ‘throwers’ hold the ball for more than 3 seconds it is a turn over • If the ball is dropped it is a turn over to the opposite team of the player who

    touched the ball before it hit the ground • If a player is hit, the ball returns to the ‘throwers’ as the player who was hit would

    have touched the ball before it hit the ground • The ‘dodgers’ can intercept the ball as long as they catch it on the full. If they drop

    the ball during the intercept, it remains with the ‘throwers’ • A point is awarded to a team every time they hit a player.

    Experts: • Introduce two balls (you may need two scorers) • To hit a person the thrower must be airborne

    Primitive Dodge Ball

    Elite Dodge Ball

    Last Updated - 2014 Page 22

  • Communication Activities

    Yay or nay? Submitted by: Paul O’Connell

    Equipment: • Post-it notes or sticky labels

    Directions: • Think of a theme for the activity (famous people, foods, feelings) or it could be

    related to the content of a current badge or lesson. On your labels, write a different thing, person or whatever, as long as each is in the same context.

    • Set up players in a circle, with you in the middle, and the player’s backs facing you. Go round and place the labels on the backs of each player so that they cannot see their own label.

    • Players can now exit the circle, and must now question other players to find out what they are. Players must ask closed questions only, so that the responder can only answer yes or no.

    Cartoon Cadets? Submitted by: Paul O’Connell

    Equipment: • None

    Directions: • Ask your group to think of a significant experience i.e. an embarrassing moment, a

    time when they felt scared, happy, etc. • They then have to pick some volunteers to put in poses, to create a comic strip. • As they create each ‘scene’, they must explain what is happening, what is being

    said (by moving people’s mouths), where it took place, etc. (This is great for youth members to gain confidence in expressing themselves)

    Variations: • For a different approach, have a bunch of stunt dummies ‘onstage’. These can be

    posed by people, or in a camp concert – volunteers from the audience. • A player or two have to tell a story based on these poses. • The volunteers can change their pose, and move the dummies every time the

    ‘page of the story is turned’.

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  • Possible Themes: • Spot the dog goes walkies. • A documentary on the everyday life of an ant. • A movie genre (wild west, action, horror, etc.)

    You’ve lost your Marbles! Submitted by: Shanelle Johnston

    Equipment: • 3 marbles per number of players (or something similar)

    Directions: • This games is great for promoting conversation and questioning skills. • Hand out three marbles to each player. • They now have five minutes to see how many marbles they can retrieve from

    others. • To do this, everyone must go around asking tricky questions. If a player gets a

    ‘yes/no’ response from the person they are talking to, they receive one of their marbles.

    • After five minutes, see who has the most marbles, and who has lost theirs!

    Triangulation Submitted by: Paul O’Connell

    Equipment: • Triangular bandage per player • A rope tied together to form a loop

    Directions: • Blindfold the players. • Get each player to hold the looped rope.

    Rules: • You must create an isosceles triangle out of the rope. • The team must stay holding the rope, but are allowed to slide their fingers along

    the rope.

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  • Poor Farmer John Submitted by: Paul O’Connell

    (Farmer John has lost his voice, the sheep are blind, and his dogs don’t speak English!) Equipment:

    • Blindfolds for every player • An obstacle course of some kind • A marked out square at the end (the sheep pen)

    Directions: • This can be done through many ways. The easiest (for the players) is to pair them

    up, and blindfolded one from each pair. • The blindfolded player is a sheep, and the player who can see is a dog. • The dog must navigate the blind sheep through the obstacle course using only

    sounds that dogs make. The dog cannot touch the sheep at any time. • Give the animals a few minutes to work out how they are going to communicate,

    then send them off.

    Variations: For a different approach, instead of using dogs, you can use Farmer John to direct blind sheep. Farmer John cannot speak because he’s lost his voice, but can stamp his feet, clap his hands, tap shoulders, etc. Give Farmer John a little while to work out how to communicate with his blind sheep, and send them off.

    Increase the Challenge: • Allow only one Farmer John (or dog) and the rest can be sheep • For a competition, have two “Farmer Johns” (or dogs) with two herds of sheep, and

    the first farmer to get all their sheep in the pen will win!

    Poor Farmer John Submitted by: Paul O’Connell

    Equipment: • A pencil each for half the group, blank paper for everyone

    Directions: • Draw two simple designs on two sheets of paper. Make enough copies so half the

    group has one design and the rest have the other. Fold them in half. Adapt these designs so they are appropriate to the age and abilities of your players.

    • Pair up players and sit them back to back. Let them choose amongst themselves whether they want to draw or explain. Give all the explainers the folded copy of the

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  • design and give the drawers a blank sheet of paper and a pencil. The explainer must tell their peer what to draw.

    • Once finished, they can compare drawings and either celebrate an exact match, or laugh at how different it is!

    • Once all have compared, discuss the different methods for communicating the image. Some may use math terms from geometry, some may be quite original.

    • Pairs can swap over, and have a go at a different image.

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  • Relays / Competitions When running a games night, or you need a bit of haste and enthusiasm in your games and activities, there is nothing better than a race where teams have to compete side by side. This can be done through a relay of a task, a round robin of events, or which works better with more preparation; a staged course (where the whole team must complete each task before continuing onto the next task). Ideas for Tasks: Fill the bucket Set up two buckets opposite each other where

    competitors must pick up the water with a glass and fill the bucket until the water reaches a marked line.

    Egg and spoon Competitors have to run with an egg on a spoon to a cone and back without dropping the egg.

    Stretcher carry Competitors have to carry a person to a marker

    Under a Sheet Place a big sheet or tarpaulin that competitors have to crawl under.

    Balls in a bucket Place a bucket at one end, and a large amount of balls and other bits at the end. The competitors must get all the balls in the bucket.

    First Aid task Competitors have to complete a first aid orientated task (i.e. treat an injured collarbone, resuscitate a manikin, make a scene safe, recovery position, etc.)

    Adapt games Change games to be quicker and put them in a stage.

    Obstacles Place an amount of obstacles that the competitors must navigate through (i.e. under a table, over a bench, etc.)

    Hinder the teams effectiveness Blindfolds are a great way to increase the challenge of a competition with a focus on communication. You could also tie competitor’s feet and arms together.

    Ideas for Tasks: Indiana Jones Challenge: ‘Save the Damsel in Distress’ (Staged Relay)

    1

    Fill the bucket

    2

    Cross the river

    3

    Stretcher Carry

    4

    Blindfold running in lanes

    3

    Under sheet crawl

    3

    Revive the manikin

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  • Team Building Games Team and leadership activities are great for taking the next step with a group of youth members and offering a challenge. The difference between these activities and divisional games is that they require more than personal skill. In order to accomplish these activities, youth members must co-operate, communicate, organise, decide, and use the skills between them in order to accomplish their goal.

    These activities are ideal to develop ranking members and recognising future leaders. They can also make good discussions on team dynamics, and can be used to develop trust and gel a team in preparation for a competition or to develop a sound working relationship amongst NCOs.

    It is good to blend your younger youth members into these activities to develop a co-operative division, and a chance for your senior members to take the initiative and lead the group to success.

    Included Team Building Games • Earthquake! • The Chocolate Marshmallow Cake • Who Burned the Raft? • Over the Fence • Do you Trust me? • The Washing Machine • Under and Over • Constructive Criticism • Dr Evil’s Secret Lair • Tarzan Impersonators

    Advanced Teamwork & Leadership • Missions: The St John Secret Service

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  • Earthquake! Submitted by: Paul O’Connell

    Equipment: • Triangular bandages • “Civil Defence Kit” (Ropes, stretcher, etc.) • A ‘danger zone’ (tipped chairs, tables, etc.)

    Directions: • Break the group into teams of roughly 6 – 10 members. • Explain to the teams that there has been a major earthquake and that many of the

    team have sustained injuries. • Select group members to ‘injure’. • Once some injuries have been assigned, tell the group that you have been advised

    of aftershocks and teams are in the ‘danger zone’. • They must travel to the ‘safe area’ (which is could be 15m on the other side of the

    obstacles) without causing further injury • Have a discussion on the activity afterwards

    Possible Injuries: • Hearing .............. Earmuffs or plugs • Sight ................... Blindfold / triangular bandage • Broken Leg ....... Legs tied together • Lost Limbs ........ Arms tied to their side • Unconscious

    Variations: While the team makes the way through the obstacles, another team in the ‘safe zone’ could pose as a Civil Defence Team. They have until the team arrives to set up a triage station and treat the incoming injured.

    The Chocolate Marshmallow Cake Submitted by: Paul O’Connell

    Equipment: • 1 Bucket full of balls or small items • Circle marked around the bucket 2m out in each direction. • Equipment for the team (at your leisure)

    Briefing: “You are standing outside an oversized chocolate cake that has been baked for the Head of Community Programmes and Engagement. However, they prefer marshmallows on

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  • their cake, and during the process of putting the marshmallows on the cake, the container fell into the middle of the cake. You must get the container of marshmallows out of the cake in order to sprinkle them on top. However, you cannot walk on the cake as the Head of Community Programmes and Engagement will not appreciate footprints on her pudding. You may use only the equipment supplied, and anything you are carrying. You must get the container off the cake (out of the circle) before you can sprinkle the marshmallows. Ensure that there are no marshmallow fatalities”

    Directions: • The team may be supplied with ropes, elastic, or anything that you deem to help

    them (or hinder).

    Increase the Challenge: • Set a time limit before the Head of Community Programmes and Engagement

    arrives. • Decrease the amount of equipment supplied for the teams, so they have to use

    their own shoe laces! • Increase the size of the circle. • Race against another team either after the same container, or in a separate one. • Try a different object such as a chair with coins on them that require greater care so

    that the coins do not fall off.

    Chocolate Cake

    2-3m

    Bucket

    Rope Line

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  • Who Burned the Raft? Submitted by: Paul O’Connell

    Equipment: • Chairs or pieces of cardboard • Boundary markers

    Briefing: “Your team (family) lives on the opposite side of the ocean and came to this side for a barbeque picnic. You forgot to bring sauce for the sausages, and another family turned up the heat on the barbeque and burned your raft, so you cannot paddle back. In order to get back and prevent people from eating boring sausages, you and your team must get to the other side of the river, grab the sauce, and get back to the other side before the sausages get cold. Since somebody has burned your raft, you must use these waterproof stepping stones.”

    Rules: • Each stepping stone has to have a body part on it when in the water, otherwise it

    will wash away. • Stepping stones cannot be moved when in the water, but can be picked up and

    moved.

    Increase the Challenge: • Decrease the amount of stepping stones • Set a time limit before the sausages get cold • Add obstacles or ‘mines’ • Race against other teams

    Ocean

    Start

    Finish

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  • Do you Trust me? Submitted by: Paul O’Connell

    Equipment: • None

    Directions: • For this to work you need a senior group of no less than twelve senior youth

    members just to be safe. This is a great activity for instilling trust in a group, and the realisation of how co-operation of even little efforts mount up.

    • One “volunteer” lies on the ground. The rest of the group circle the “volunteer”; five on each side, and one at the head.

    • Each member puts two fingers of each hand under the “volunteer”. • The person at the head counts out so that everyone knows when to raise the

    “volunteer”. On the end of the count, everyone slowly raises the volunteer, still using two fingers from each hand.

    • Once the “volunteer” is just above shoulder height, hold them up there for a short while, and then bring them down, when the person at the head counts out again.

    • It will amaze you and the group how it works, and is a brilliant discussion point on teamwork.

    Variations: • Further the experience for the “volunteer” by blindfolding them.

    Safety Precautions: • Keep yourself free to be the catcher if necessary. It is rare that incidents will occur if

    the group follows directions that are fully explained, and the manoeuvre is executed smoothly.

    The Washing Machine Submitted by: Paul O’Connell

    Equipment: • 1 blindfold

    Directions: • Players form up in a circle facing a “volunteer” in the circle. The “volunteer” is then

    blindfolded. Players in the circle put their hands out in front of them, ready to catch the person.

    • The volunteer is then told, “Just fall back and let the group catch you.” The group is told to stay in the same spot; but can reach out to help others next to them.

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  • • Once the volunteer has fallen, the group can now move them gently around the circle, or in random directions. Make sure the whole group has a go.

    Safety Precautions: • Brief the group that this is not a chance to throw a person around.

    Under and Over Submitted by: Paul O’Connell

    Equipment: • 1 sturdy table per team • 2 markers of some sort

    Directions: • Divide youth members into large teams of relatively equal strength. • Teams must get their team across a river one by one • The cadet travelling across must not touch the ground or table, otherwise they will

    be sent back to the start • Other team members are allowed in the river to help the cadet cross the river as

    long as they are not the one being carried • Team members crossing the river must not only make it across to the other side

    but must make it under the table, back over the table, and under the table again.

    Increase the Challenge: • After practice, you may like to race against teams.

    Safety Precautions: • Make sure that there is an adequate number of members in each team to support

    the person being carried • Encourage participants to carry people instead of grabbing and stretching

    uniforms.

    Start Finish

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  • Constructive Criticism Submitted by: Paul O’Connell

    Equipment: • Depends on your chosen activity

    Introduction: • These are teamwork exercises that require the team to construct something or

    perform a difficult action in order to achieve a goal. Examples: • Put up a tent blindfolded. • Create a rope bridge across these two sturdy trees. • Get the ball in a bucket onto a roof without touching the building.

    Directions: • Decide on the task they need to accomplish, and what equipment they will need. • Give the team the equipment, a briefing of what needs to be accomplished with

    some brief guidelines. • Provide a time limit.

    Summary: These are great in the fact that they require a large amount of communication, and decisions from the team leader in order to decide what to construct, how to construct it, using the materials provided. Great for camps when you require a large amount of time consumed.

    Dr Evil’s Secret Lair Submitted by: Paul O’Connell

    Equipment: • 2 ropes or chalk • A pair of large gumboots for each team • Create two parallel lines with a distance of 10m

    Briefing: “You are a team assigned with the mission of discovering Dr Evil’s secret lair. On your approach to the lair you were captured by the enemy and put in a cell. One of your team members picked the cell and your team must escape. To get out of the secret lair, the entrance is covered by a sea full of mutated sea bass with lasers on their heads. Luckily one of your team members brought his trusty ‘sea bass-proof boots’.

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  • Rules: • The boots protect the wearer from the sea bass • As part of the boots special ability, they can only be worn as a pair by one person

    and only once • They can only travel in one direction per person • They cannot be thrown over the pit - otherwise they will lose their special ability

    Solution: • The solution will require at least one or more players to ‘piggy-back’

    Safety Precautions: • Watch for unsteady crossings or risky loads.

    Increase the Challenge: • Have only one boot (for real experts!) • Race against teams

    Tarzan Impersonators Submitted by: Paul O’Connell

    Equipment: • Rope • Tree • 4 markers • Tie the rope so it is dangling from a sturdy branch of a tree (so that someone could

    swing on the rope without the branch breaking) • Set up the markers roughly 1.5 – 2m out from the rope in each direction (see

    diagram)

    Briefing: “You are all Tarzan impersonators and have been walking around seeing the sights. You came across a dangling vine and a little girl has bet you that your team cannot swing across the swamp. A crowd has gathered to watch your flight, so the pressure is on. You must get your whole team of Tarzan impersonators to the other side in order to please the crowd and win the bet. There is one problem: the vine that you are all to swing on is dangling in the middle of a swamp of crocodiles. You must retrieve the vine and swing to the other side without touching the swamp as there are children in the crowd and it will give them nightmares if you are eaten by a hungry croc.” Directions:

    • Keep the vine from swinging - the team may be supplied with equipment to retrieve the vine.

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  • Increase the Challenge: • The solution will require at least one or more players to ‘piggy-back’

    Safety Precautions: • Watch for unsteady crossings or risky loads.

    Increase the Challenge: • Have a timed effort between teams • Tie a heavier rope to the tree so that it is more difficult to retrieve • Increase the size of the swamp

    Start

    Finish

    1-2m

    1-2m

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  • Advanced Teamwork & Leadership

    Missions: The St John Secret Service Submitted by: Paul O’Connell

    Missions are a useful tool for an advanced group to challenge them in various areas. They require a higher degree of leadership, co-operation, skill, and communication. There are no rules for these, as basically anything goes. Missions can require a lot of thought and preparation, and sometimes they don’t. However, the more preparation, the better it will be, and the longer the activity will run. They usually work best in teams that compete against each other, but if you have a small group, youth members versus leaders can be fun as well.

    An entire manual could be done on possible missions, but there is one process to go through in order to plan your mission.

    The Setting: As with most team activities, there needs to be a scenario. This makes it more interesting and enjoyable for the participants. Some catastrophe or natural disaster usually works best.

    Cadet “What’s the point in travelling over to the opposite side of the hall on chairs?”

    Leader “Because both sides are an island with radioactive goo in between, the chairs are goo-proof, and the island you are now standing on will explode in 10 minutes.”

    Cadet “Oh.”

    However, missions can have a more complex storyline / plot. We’ll say that the participants work for a government agency called the St John Secret Service. They can receive transmissions from HQ anytime, for any purpose, and believe it or not, messages self-destruct once read. The world is now your oyster to throw any task at them in order for them to stabilise world peace!

    The concept of a mission is giving a team a themed objective and them fulfilling it. It can be made interesting through several ways, but it is best if they have no choice to do it, or simply due to the fact that they can’t wait to get out and do it. Your setting will decide whether the activity will be a success or a failure.

    To motivate the team you could have a villain of some sort, usually a leader. It is quite a role playing activity, but you must be careful that it does not get out of hand. The villain

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  • can be a spy, super villain, or something that you have seen out of a movie. You could leave the mission as a surprise, or you could advise the group well before the start of the activity that there is a guerrilla group in the area and advise them to be careful when out and about during the night!

    The Motivation: The next thing you need to do is create some motive for the participants to get involved. This can be done through many ways. “Kidnapping” a youth member is an effective method, but be careful who you pick. You could do this by quietly taking them out during an activity, so that people don’t realise that they are missing until they receive a ransom note, or you could go in and capture them yourselves! (An imaginary youth member could work as well.)

    The Briefing: This is when you tell the teams what they have to do in order to succeed. This could be done through a ransom note, PowerPoint presentation from HQ, dropping a radio or cell phone off when you capture a participant, a note explaining the villain’s intentions, or if you’re really prepared, a video message from the villain!

    The Mission: This is what the cadets have to do. Think about this carefully. The more they have to do, the longer the activity will run, and also, the more clearly explained information they need. This could be…

    “We have captured one of your team members. Here is a list of things you need to take to the ‘x’ mark on the map...” (e.g. 3 full jerry cans, a stretcher, 3 cups of coffee for the leaders, etc.)

    “A bomb is hidden in this hall and will explode in 10 minutes. You must find the bomb, and deactivate it”

    “A top St John Secret Service official is arriving in 30 minutes. You must prepare a reception for this visitor including toasts, a three course meal, some sort of entertainment…”

    There is a range of possibilities, depending on your ‘plot’.

    Clues are a good idea as well. Your villain could be very cruel and ‘toy’ with the team by offering riddles or photos of their next location. The team may only be in a small area, except they have to run around all over the place in order to find their briefing or succeed in their mission.

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  • Points: Missions do not necessarily have to be goodies versus baddies. Incorporate them into your competition training to encourage a good work ethic when working under pressure. You can also integrate them into badges that you are doing, for example, a natural disaster as part of the Civil Defence badge.

    Concentrate on a specific focus for the mission. If you want to work on a leader who needs more assertiveness, design the briefing so that it nominates them as the leader, and make the mission have various tasks to be completed at the same time for the leader to delegate.

    Safety Issues: • Have some sort of signal for the end of an exercise. This is a good failsafe if an

    accident occurs or to get the cadets minds out of their ‘role’ as their imaginations can run away on you. Missions can easily get out of hand, especially when participants start capturing leaders in order to swap prisoners!

    • Be realistic about fun and the tasks that you expect cadets to do. • You will probably need to complete an Activity Intention form and a Risk Analysis

    and Action Planning Form, these can be found in the resources area of the youth website.

    • Do not leave participants unsupervised – especially at night • They must stay as a group • The more “corny” the scenario, the better. Your villain could have stolen the world’s

    supply of cornflakes in his diabolical quest to make the only morning meal toast.

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  • Games Troubleshooting This section is aimed as a supporting manual for the junior leaders of a division. Use this to mentor new leaders or as a hand out. The following provides background information on taking games and activities effectively with a range of common problems and methods of dealing with these as an NCO.

    Included Games Troubleshooting Guides Basic tools for junior leaders • Benefits and purposes of games • Taking games • Splitting the group • Warming up

    Common problems • Lack of participation • Same boring games • Never get a say in games • No one listens to leaders • Unorganised leaders • Excluded youth members

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  • Basic Tools for Junior Leaders

    Benefits and Purposes of Games

    M Maintaining Interest

    E Enjoyment

    A Assisting Instruction

    N New Recruits

    T Teamwork Ethic

    I Increase Enthusiasm

    G Give Responsibility

    E Enhance Confidence

    R Recognising Leaders

    S Sense of Pride

    Benefits and Purposes of Games It is crucial that games are taken properly for youth members to get any benefit from them. Poorly run games are not only a waste of time, but these can also have a negative effect on the attitude of youth members. Use the following points as reminders when taking games.

    • Be enthusiastic • Motivate your members to participate – sell the game and involve everyone • Know what you are going to be doing before you arrive at division • Have equipment set up before participants arrive • Plan your terms activities so that they can be integrated and related to current

    lessons • Have them constantly ‘doing’, with no waiting around • Have high expectations and model what you expect • Encourage a bit of haste during activity • Finish great games before they become ‘extinct’ • Have a ‘back-up’ activity just in case.

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  • Splitting the Group There are many ways to split a group, and it is best that you do it instead of leaving a youth member to be picked last by their peers. Add some variety when splitting a group. Animals are great for dividing teams, especially during a games night when they are in a staged relay and the roosters have to “cock-a-doodle-doo!” before they can move onto the next stage. It is also good with quizzes as they can use their sound as their ‘buzzer’.

    Try to get away from lining participants up and going “1-2-1-2-1…” You will find also that members will move places so that they can be with their friends, and even if you wanted a line of shortest to tallest, it is now got a few kinks in it. Most leaders have used the ‘shortest to tallest’ line-up and assumed that the teams will be of relative equal strength, which is most of the time not true. To get fair teams, pick the team during their warm up, or some initial exercise that could be related to a game or activity.

    For example, if you are about to play a running game, have the group jog to a tree and back, do some stretches and then race to the tree and back again. The first person back will most likely be the strongest runner, and not the tallest youth member. As they each cross the finishing line, put them into teams that will be fairly based on the ability of the next game.

    Leaders should still use the good old “1-2-1-2-1…” for quick starts and “tallest to shortest” for activities that are based on size proportions.

    Warming Up One of the most neglected aspects of games and activities is the fact that youth members often do no form of warm up or warm down. This is not necessary when playing icebreakers, energisers or low stress games, however some divisional games and sports can be quite physical. Also, most team and leadership activities would be neglected without proper warm ups. The warm up is a preventative measure to minimise the risk of participants getting soft tissue injuries during games and activities, and is recommended practise.

    The warm up consists of: • Having the muscles and blood flow working through a brief jog or other minimal

    exertion exercise • Stretching the main muscles that will be used during the game or activity

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  • Common Problems

    Lack of Participation

    A lack of participation stems from a variety of possible causes. It could be some underlying feeling still held from a lesson taken the previous week, or experiences outside of division. However, it basically comes down to the fact that you are not “selling” the game to youth members. To have decent participation in a game or activity there needs to be someone motivating and getting youth members eager and willing to enter the game.

    By forcing youth members to play or threatening action by a leader might in fact get a youth member off their chair, but just because they are standing on the court, does not necessarily mean that they are involved. Be enthusiastic and fair. If a youth member has a genuine injury, do not let them just sit out of the activity. They could keep score, referee, or even take the game so you can play too! Do not let youth members know that by having an injury (or imitating one) is a good way to get out of activities.

    For those youth members that have a really bad attitude and think they are too mature and will not play let them sit out on that occasion and deal with it later. You must prioritise who is more important, the eleven youth members willing to play, or the one who is excluding themselves.

    At the end of the activity once the rest of the group have started something else, take the cadet and have a brief discussion with them. This is not a chance for you to lay down the law and tell them how it is going to be, but a chance for them to explain themselves, and a chance for you both to discover solutions to the problem. Ask them why they don’t participate. Be prepared in case they have a specific problem with you, and accept this openly. It is best if they are honest and matters can be settled instead of dragging it out for a confrontation.

    If it is due to the fact that the games are too ‘babyish’, ask them what sort of games they like. Create a deal that if you are to provide games that they like, they have to give 100% effort. Also explain that there are a number of other youth members that you have to cater for, and they have to like the games as well. You cannot please everybody, but if they start to include themselves, and you make an effort to cater for them, it should fix itself. If in some rare occasion, they do not wish to change, or have a consistent desire to be excluded despite the fact that you have asked them what you can do, they are probably not worth the trouble, and send the matter to your divisional leaders.

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  • Summary: Lack of Participation Preventative Measures:

    • Motivate youth members to participate • Know the needs and likes of your group

    Dealing with the Problem: • Do not spend 5 minutes dealing with youth members not participating. • Let them sit out, and deal with it afterwards. • After the game, take the youth members not participating aside and ask for their

    honest reasons for not participating. Explain your thoughts as well. • Ask them to find solutions to the problem. (You do not own the problem, they do.) • Offer some solutions of your own, compromise, and look at the perspective and

    needs of your group not just the one excluding themselves. • Make a ‘deal’ with them so that some form of action will be done by both yourself

    and the youth member. • With no solution, send the matter to divisional leaders.

    Same Boring Games

    One of the biggest gripes found amongst youth members is that they feel as though they play the same games over and over. This is tedious not only for them but for you as well. If it gets to the stage when you introduce a game and you hear, “We play that every week,” It is time to think about changing your games, and adding a few new ones in for variety.

    If you are stuck, and have used the games in the Games Catalogue and asked fellow leaders, invite ideas from your senior cadets. Your upcoming leaders will inject some enthusiasm into the programme by introducing a few games and source them from their school library or teachers. It will also give them a taste of responsibility as well.

    Summary: Same Boring Games Preventative Measures:

    • Have variety • Don’t get into a routine

    Dealing with the Problem: • Utilise upcoming leaders to take a few games.

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  • Never Get a Say in Games

    Youth members sometimes feel as though they never have enough say in the games. The one caution with giving choices in games is that it can end up with arguing, votes, and the outcome could be far worse. Instead of directly asking what games they like, try to evaluate games instead of dismissing them.

    Play a variety of different games at the start of the year, and at the end of each, have youth members give a rating out of ten for each game they played. You may find that members preferred energisers to actual games. You may also find a trend in the types of games they prefer, ones with high physical stress, or ones that require more brain tissue than muscle.

    Summary: Never Get a Say in Games Preventative Measures:

    • Try to know what your youth members like by judging the sheer enthusiasm in each game

    Dealing with the Problem: • Avoid giving youth members open choices • Let youth members evaluate games, and use this to create a programme for them.

    No One Listens to Leaders

    No one listens is a management issue, but can be dealt directly with enthusiasm. The reason that no one is listening is not due to the fact that you aren’t blowing your whistle loud enough, but because they simply don’t want to. No matter if you think the game you are taking is not your cup of tea, and seems quite pointless, you have to maintain an enthusiastic appearance and tone.

    Instead of raising your voice for quiet when taking games, either talk quieter, or stop and wait for silence. It is far more effective, and just by talking a little quieter, you will find that the cadets talking will stop to find out what you are saying, which is what you are trying to do. Save raising your voice for really bad misbehaviour or times when it is necessary to gain immediate attention. If you regularly raise your voice, cadets get accustomed to it, and will raise their voice to talk over you. Sometime you may even find that the rest of the group who are eager to play a game will abruptly tell the talkers to be quiet.

    Whenever the group achieves your desired level of silence, do not start explaining straight away. Let the silence last at least ten seconds before continuing.

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  • Summary: No One Listens to Leaders Preventative Measures:

    • Be enthusiastic • Have high expectations.

    Dealing with the Problem: • Talk quieter or wait for silence. • Give noisy youth member’s options, reminding them of the consequences.

    (Avoid raising your voice. By doing so, you are letting the cadets know that you are angry – which is perhaps what they want to achieve. It is also a sign that you have lost control of the group. There are however, certain/minimal times when it is necessary.)

    Un-organised Leaders

    Organisation is the key to successful games and activities. You must have a clear idea of what activity will be before youth members are rounded up, and the equipment should be ready and waiting.

    If you have a lot of responsibilities within the division, the reason you are unorganised could be because you have to teach a lesson, and then take the division for a game straight afterwards. Nominate a youth member each night to be your ‘activities assistant’ (or whatever title you wish).

    The ‘activities assistant’ could be in charge of setting up equipment 5 minutes before the activity, marking out courts and anything else needed. You could make the assistant a great honour for youth members and changed each week, having them to help out by splitting the division into groups etc. Youth members will grasp at the chance of helping out, and it is a great chance to mentor young members into great leaders.

    Summary: Un-Organised Leaders Preventative Measures:

    • Get organised!! It is part of your responsibility! • Evaluate your organisational skills (in your thoughts) at the end of each game,

    concentrating on what went extremely well, and what could be done better next time.

    Dealing with the Problem: • Delegate jobs equally so that the reason for un-organisation is not due to poor NCO

    management. • Set up an ‘activities assistant’

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  • Excluded Youth Members

    There are many forms of exclusion. They can be divided into two basic forms: exclusion from the game and exclusion from peers.

    Exclusion from the game: This is usually due to an ‘elimination’ game. In these sorts of games, the inexperienced or new youth members usually last about one turn before they are sent out and have to sit and watch the rest play. (Wow! That’s fun and exciting!)

    How to deal with it: Develop elimination games so that instead of taking youth members out of a circle and sitting down, that they start a new circle. Another method is that instead of taking players out when they do something wrong, or are eliminated, take a score or points. You could also have two separate games running, so that eliminated players can play something else, or one full of youth members who wish to compete in a knock-out game, and those who don’t.

    Exclusion from peers: This can be hard to combat and focuses on youth members who may seem to be isolated. Sure, they may be in the circle and be walking around, but they are not included in the game because they never get passed the ball. They may also be the players who always get picked last in choosing teams. It can be not only difficult to deal with, but also to identify. Observing members is a key to identifying this problem and making sure everyone is enjoying themselves.

    How to deal with it: Firstly, look within the divisional culture. It does not help when a youth member trips up and loses the ball by laughing. Sure you can have a giggle, that’s what games are for, but try to see who can take it, and be wary of youth members who do more than laugh, and outright ridicule members. Deal with ‘teasers’ straight away. We have an obligation to provide a safe place for our members, and this includes protecting them from bullying as well. There is a clear difference to laughing at someone’s mistake and laughing at the person.

    It will do the youth member good to laugh at his foul-up, but be careful. Give constant feedback during games. This will boost all cadets, but mostly the excluded cadet. Even though they may have done a bad kick, offer comments to boost their confidence, and role model to the rest of the division that no one is greater than another, and it should rub off.

    A solution to those who always gets picked last is to pick the teams yourself.

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